# include <Siv3D.hpp>
void Main()
{
std::array<Light, Graphics3D::MaxLight> lights;
for (auto& light : lights)
{
const Vec3 pos{ Random(-40., 40.), 2.0, Random(-40., 40.) };
light = Light::Point(pos, 6, HSV(Random(360)).toColorF());
}
const Texture texture(L"Example/Particle.png", TextureDesc::For3D);
GUI gui(GUIStyle::Default);
gui.add(GUIText::Create(L"ライトの数", 100));
gui.add(L"Slider.Lights", GUISlider::Create(0, 1.0*Graphics3D::MaxLight, 10, 200));
gui.addln(L"Text.Lights", GUIText::Create(L"10", 40));
gui.add(GUIText::Create(L"ライトの品質", 100));
gui.add(L"Quality", GUISlider::Create(1, 100, 100, 200));
gui.addln(L"Quality", GUIText::Create(L"100", 40));
gui.add(GUIText::Create(L"アンチエイリアシング"));
gui.add(L"FXAA", GUIToggleSwitch::Create(L"Off", L"On", true));
Graphics3D::SetBlendStateForward(BlendState::Additive);
Graphics3D::SetDepthStateForward(DepthState::TestOnly);
while (System::Update())
{
Graphics3D::FreeCamera();
if (Input::MouseR.clicked)
{
gui.show(!gui.style.visible);
}
if (gui.slider(L"Quality").hasChanged)
{
const int quality = gui.slider(L"Quality").valueInt;
gui.text(L"Quality").text = Format(quality);
Graphics3D::SetLightBufferQuality(quality);
}
if (gui.toggleSwitch(L"FXAA").hasChanged)
{
Graphics3D::SetAntiAliasing(gui.toggleSwitch(L"FXAA").isRight ? AntiAliasing::Low : AntiAliasing::None);
}
const int lightNum = gui.slider(L"Slider.Lights").valueInt;
gui.text(L"Text.Lights").text = Format(lightNum);
Array<Particle> particles;
for (auto i : step(static_cast<int>(Graphics3D::MaxLight)))
{
if (i < lightNum)
{
Graphics3D::SetLight(i, lights[i]);
particles.emplace_back(lights[i].position, 0.5, lights[i].diffuse);
}
else
{
Graphics3D::SetLight(i, Light::None());
}
}
Plane(100).draw();
for (auto x : step(10))
{
Box({ (x - 4) * 7, (x + 1)*0.5, 30 }, { 2, (x + 1), 2 }).draw();
}
for (auto x : step(5))
{
Cone({ (x - 2) * 15, 0, 15 }, x + 1, x + 1).draw();
}
for (auto x : step(5))
{
Sphere({ (x - 2) * 15, x + 1, -5 }, x + 1).draw();
}
for (auto x : step(10))
{
Cylinder({ (x - 4) * 7, (x + 1)*0.5, -20 }, 1.0, x + 1).draw();
}
Graphics3D::DrawParticlesForward(particles, texture);
}
}